ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.5 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.22 by root, Fri Sep 8 17:14:07 2006 UTC

1/*
2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.5 2006/08/25 17:11:53 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
27*/ 22*/
28 23
29#ifndef OBJECT_H 24#ifndef OBJECT_H
30#define OBJECT_H 25#define OBJECT_H
31 26
27#include "cfperl.h"
28#include "shstr.h"
29
32typedef uint32 tag_t; 30typedef uint32 tag_t;
33#define NUM_BODY_LOCATIONS 12 31#define NUM_BODY_LOCATIONS 12
34#define BODY_ARMS 1 32#define BODY_ARMS 1
35 33
36/* See common/item.c */ 34/* See common/item.c */
37 35
38typedef struct Body_Locations { 36typedef struct Body_Locations
37{
39 const char *save_name; /* Name used to load/save it to disk */ 38 const char *save_name; /* Name used to load/save it to disk */
40 const char *use_name; /* Name used when describing an item we can use */ 39 const char *use_name; /* Name used when describing an item we can use */
41 const char *nonuse_name; /* Name to describe objects we can't use */ 40 const char *nonuse_name; /* Name to describe objects we can't use */
42} Body_Locations; 41} Body_Locations;
43 42
44extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 43extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
45
46typedef struct _event
47{
48 int type;
49 const char *hook;
50 const char *plugin;
51 const char *options;
52 struct _event *next;
53} event;
54 44
55/* 45/*
56 * Each object (this also means archetypes!) could have a few of these 46 * Each object (this also means archetypes!) could have a few of these
57 * "dangling" from it; this could also end up containing 'parse errors'. 47 * "dangling" from it; this could also end up containing 'parse errors'.
58 * 48 *
60 * 50 *
61 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 51 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
62 * accessing the list directly. 52 * accessing the list directly.
63 * Exception is if you want to walk this list for some reason. 53 * Exception is if you want to walk this list for some reason.
64 */ 54 */
65typedef struct _key_value { 55struct key_value
66 const char * key; 56{
67 const char * value;
68 struct _key_value * next; 57 key_value *next;
69} key_value; 58 shstr key, value;
59};
70 60
71 61
72/* Definition for WILL_APPLY values. Replaces having harcoded values 62/* Definition for WILL_APPLY values. Replaces having harcoded values
73 * sprinkled in the code. Note that some of these also replace fields 63 * sprinkled in the code. Note that some of these also replace fields
74 * that were in the can_apply area. What is the point of having both 64 * that were in the can_apply area. What is the point of having both
75 * can_apply and will_apply? 65 * can_apply and will_apply?
76 */ 66 */
77#define WILL_APPLY_HANDLE 0x1 67#define WILL_APPLY_HANDLE 0x1
78#define WILL_APPLY_TREASURE 0x2 68#define WILL_APPLY_TREASURE 0x2
79#define WILL_APPLY_EARTHWALL 0x4 69#define WILL_APPLY_EARTHWALL 0x4
80#define WILL_APPLY_DOOR 0x8 70#define WILL_APPLY_DOOR 0x8
81#define WILL_APPLY_FOOD 0x10 71#define WILL_APPLY_FOOD 0x10
82 72
83 73
84/* Note that the ordering of this structure is sort of relevent -
85 * copy_object copies everything over beyond 'name' using memcpy.
86 * Thus, values that need to be copied need to be located beyond that
87 * point.
88 *
89 * However, if you're keeping a pointer of some sort, you probably 74/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.c, 75 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. copy-object 76 * e.g. copy_object.
92 * 77 */
93 * I've tried to clean up this structure a bit (in terms of formatting)
94 * by making it more consistent. I've also tried to locate some of the fields
95 * more logically together (put the item related ones together, the monster
96 * related ones, etc.
97 * This structure is best viewed with about a 100 width screen.
98 * MSW 2002-07-05
99 */
100 78
79// these are not being copied
80ACC_CLASS (object)
101struct object_simple { 81struct object_keep
82{
83 tag_t ACC (RW, count); /* Unique object number for this object */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */
85
102 /* These variables are not changed by copy_object() */ 86 /* These variables are not changed by copy_object() */
103 struct pl *contr; /* Pointer to the player which control this object */ 87 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
104 struct object *next; /* Pointer to the next object in the free/used list */ 88 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 struct object *prev; /* Pointer to the previous object in the free/used list*/ 89 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 struct object *active_next; /* Next & previous object in the 'active' */ 90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
107 struct object *active_prev; /* List. This is used in process_events */ 91 struct object *ACC (RW, active_prev); /* List. This is used in process_events */
108 /* so that the entire object list does not */ 92 /* so that the entire object list does not */
109 /* need to be gone through. */ 93 /* need to be gone through. */
110 struct object *below; /* Pointer to the object stacked below this one */ 94 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 struct object *above; /* Pointer to the object stacked above this one */ 95 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment*/ 96 /* Note: stacked in the *same* environment */
113 struct object *inv; /* Pointer to the first object in the inventory */ 97 struct object *inv; /* Pointer to the first object in the inventory */
114 struct object *container; /* Current container being used. I think this 98 struct object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now. 99 * is only used by the player right now.
116 */ 100 */
117 struct object *env; /* Pointer to the object which is the environment. 101 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in. 102 * This is typically the container that the object is in.
119 */ 103 */
120 struct object *more; /* Pointer to the rest of a large body of objects */ 104 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 struct object *head; /* Points to the main object of a large body */ 105 struct object *ACC (RW, head); /* Points to the main object of a large body */
122 struct mapstruct *map; /* Pointer to the map in which this object is present */ 106 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
123
124 tag_t count; /* Unique object number for this object */
125 uint16 refcount; /* How many objects points to this object */
126}; 107};
127 108
128struct object_special { 109// these are being copied
110struct object_copy:attachable<object>
111{
129 /* These get an extra add_refcount(), after having been copied by memcpy(). 112 /* These get an extra add_refcount(), after having been copied by memcpy().
130 * All fields beow this point are automatically copied by memcpy. If 113 * All fields beow this point are automatically copied by memcpy. If
131 * adding something that needs a refcount updated, make sure you modify 114 * adding something that needs a refcount updated, make sure you modify
132 * copy_object to do so. Everything below here also gets cleared 115 * copy_object to do so. Everything below here also gets cleared
133 * by clear_object() 116 * by clear_object()
134 */ 117 */
135 const char *name; /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
136 const char *name_pl; /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
137 const char *title; /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
138 const char *race; /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
139 const char *slaying; /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
140 /* If this is an exit, this is the filename */ 123 /* If this is an exit, this is the filename */
141 const char *skill; /* Name of the skill this object uses/grants */ 124 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
142 const char *msg; /* If this is a book/sign/magic mouth/etc */ 125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
143 const char *lore; /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
144 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130};
145 131
132// these are being copied and also cleared
133struct object_pod
134{
146 sint16 x,y; /* Position in the map for this object */ 135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
147 sint16 ox,oy; /* For debugging: Where it was last inserted */
148 float speed; /* The overall speed of this object */ 136 float ACC (RW, speed); /* The overall speed of this object */
149 float speed_left; /* How much speed is left to spend this round */ 137 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 nrof; /* How many of the objects */ 138 uint32 ACC (RW, nrof); /* How many of the objects */
151 New_Face *face; /* Face with colors */ 139 New_Face *ACC (RW, face); /* Face with colors */
152 sint8 direction; /* Means the object is moving that way. */ 140 sint8 ACC (RW, direction); /* Means the object is moving that way. */
153 sint8 facing; /* Object is oriented/facing that way. */ 141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
154 142
155 /* This next big block are basically used for monsters and equipment */ 143 /* This next big block are basically used for monsters and equipment */
156 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 subtype; /* subtype of object */ 145 uint8 ACC (RW, subtype); /* subtype of object */
158 uint16 client_type; /* Public type information. see doc/Developers/objects */ 146 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 147 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
160 uint32 attacktype; /* Bitmask of attacks this object does */ 148 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 path_attuned; /* Paths the object is attuned to */ 149 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */
162 uint32 path_repelled; /* Paths the object is repelled from */ 150 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 path_denied; /* Paths the object is denied access to */ 151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 material; /* What materials this object consist of */ 152 uint16 ACC (RW, material); /* What materials this object consist of */
165 const char *materialname; /* specific material name */
166 sint8 magic; /* Any magical bonuses to this item */ 153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
167 uint8 state; /* How the object was last drawn (animation) */ 154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
168 sint32 value; /* How much money it is worth (or contains) */ 155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
169 sint16 level; /* Level of creature or object */ 156 sint16 ACC (RW, level); /* Level of creature or object */
170 /* Note that the last_.. values are sometimes used for non obvious 157 /* Note that the last_.. values are sometimes used for non obvious
171 * meanings by some objects, eg, sp penalty, permanent exp. 158 * meanings by some objects, eg, sp penalty, permanent exp.
172 */ 159 */
173 sint32 last_heal; /* Last healed. Depends on constitution */ 160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
174 sint32 last_sp; /* As last_heal, but for spell points */ 161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
175 sint16 last_grace; /* as last_sp, except for grace */ 162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
176 sint16 last_eat; /* How long since we last ate */ 163 sint16 ACC (RW, last_eat); /* How long since we last ate */
177 sint16 invisible; /* How much longer the object will be invis */ 164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
178 uint8 pick_up; /* See crossfire.doc */ 165 uint8 ACC (RW, pick_up); /* See crossfire.doc */
179 sint8 item_power; /* power rating of the object */ 166 sint8 ACC (RW, item_power); /* power rating of the object */
180 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/ 167 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
181 sint32 weight; /* Attributes of the object */ 168 sint32 ACC (RW, weight); /* Attributes of the object */
182 sint32 weight_limit; /* Weight-limit of object */ 169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
183 sint32 carrying; /* How much weight this object contains */ 170 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint8 glow_radius; /* indicates the glow radius of the object */ 171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
185 living stats; /* Str, Con, Dex, etc */ 172 living ACC (RO, stats); /* Str, Con, Dex, etc */
186 sint64 perm_exp; /* Permanent exp */ 173 sint64 ACC (RW, perm_exp); /* Permanent exp */
187 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
188 /* each time the object attacks something */
189 struct object *current_weapon; /* Pointer to the weapon currently used */ 174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
190 uint32 weapontype; /* type of weapon */ 175 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 tooltype; /* type of tool or build facility */ 176 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 178 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
194 /* See the doc/Developers/objects for more info about body locations */ 179 /* See the doc/Developers/objects for more info about body locations */
195 180
196 /* Following mostly refers to fields only used for monsters */ 181 /* Following mostly refers to fields only used for monsters */
197 struct object *owner; /* Pointer to the object which controls this one */ 182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
198 /* Owner should not be referred to directly - */ 183 /* Owner should not be referred to directly - */
199 /* get_owner should be used instead. */ 184 /* get_owner should be used instead. */
200 tag_t ownercount; /* What count the owner had (in case owner */ 185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */
201 /* has been freed) */ 186 /* has been freed) */
202 struct object *enemy; /* Monster/player to follow even if not closest */ 187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
203 struct object *attacked_by; /* This object start to attack us! only player & monster */ 188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
204 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */ 189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
205 struct treasureliststruct *randomitems; /* Items to be generated */ 190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
206 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */ 191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
207 struct object *chosen_skill; /* the skill chosen to use */ 192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
208 uint32 hide; /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
209 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
210 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
211 sint32 move_status; /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
212 uint16 attack_movement;/* What kind of attack movement */ 197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
213 uint8 will_apply; /* See crossfire.doc */ 198 uint8 ACC (RW, will_apply); /* See crossfire.doc */
214 struct object *spellitem; /* Spell ability monster is choosing to use */ 199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
215 double expmul; /* needed experience = (calc_exp*expmul) - means some */ 200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
216 /* races/classes can need less/more exp to gain levels */ 201 /* races/classes can need less/more exp to gain levels */
217 202
218 /* Spell related information, may be useful elsewhere 203 /* Spell related information, may be useful elsewhere
219 * Note that other fields are used - these files are basically 204 * Note that other fields are used - these files are basically
220 * only used in spells. 205 * only used in spells.
221 */ 206 */
222 sint16 duration; /* How long the spell lasts */ 207 sint16 ACC (RW, duration); /* How long the spell lasts */
223 uint8 duration_modifier; /* how level modifies duration */ 208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
224 sint16 casting_time; /* time left before spell goes off */ 209 sint16 ACC (RW, casting_time); /* time left before spell goes off */
225 struct object *spell; /* Spell that was being cast */ 210 struct object *ACC (RW, spell); /* Spell that was being cast */
226 uint16 start_holding; 211 uint16 ACC (RW, start_holding);
227 char *spellarg; 212 char *ACC (RW, spellarg);
228 uint8 dam_modifier; /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
229 sint8 range; /* Range of the spell */ 214 sint8 ACC (RW, range); /* Range of the spell */
230 uint8 range_modifier; /* How going up in level effects range */ 215 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
231 216
232 /* Following are values used by any object */ 217 /* Following are values used by any object */
233 struct archt *arch; /* Pointer to archetype */ 218 struct archetype *ACC (RW, arch); /* Pointer to archetype */
234 struct archt *other_arch; /* Pointer used for various things - mostly used for what */ 219 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
235 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
236 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
237 uint16 animation_id; /* An index into the animation array */ 222 uint16 ACC (RW, animation_id); /* An index into the animation array */
238 uint8 anim_speed; /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
239 uint8 last_anim; /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
240 sint32 elevation; /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
241 uint8 smoothlevel; /* how to smooth this square around*/ 226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 227
243 MoveType move_type; /* Type of movement this object uses */ 228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType move_block; /* What movement types this blocks */ 229 MoveType ACC (RW, move_block); /* What movement types this blocks */
245 MoveType move_allow; /* What movement types explicitly allowd */ 230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
246 MoveType move_on; /* Move types affected moving on to this space */ 231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
247 MoveType move_off; /* Move types affected moving off this space */ 232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
248 MoveType move_slow; /* Movement types this slows down */ 233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
249 float move_slow_penalty; /* How much this slows down the object */ 234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
250
251 event *events;
252
253 const char *custom_name; /* Custom name assigned by player */
254 key_value *key_values; /* Fields not explictly known by the loader. */ 235 key_value *key_values; /* Fields not explictly known by the loader. */
255}; 236};
256 237
257struct object : object_special, object_simple { 238struct object : zero_initialised, object_keep, object_copy, object_pod
258 void *self, *cb; // CF+ perl's self and callback registry 239{
259}; 240 object ();
241 ~object ();
260 242
243 static bool can_merge (object * op1, object * op2);
244
245 void clear ();
246 void clone (object * destination);
247};
248
249#define get_object() (new object) // compatibility, but please keep for a while
250
251#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
252
253typedef struct oblnk
261typedef struct oblnk { /* Used to link together several objects */ 254{ /* Used to link together several objects */
262 object *ob; 255 object *ob;
263 struct oblnk *next; 256 struct oblnk *next;
264 tag_t id; 257 tag_t id;
265} objectlink; 258} objectlink;
266 259
267typedef struct oblinkpt { /* Used to link together several object links */ 260typedef struct oblinkpt
261{ /* Used to link together several object links */
268 struct oblnk *link; 262 struct oblnk *link;
269 long value; /* Used as connected value in buttons/gates */ 263 long value; /* Used as connected value in buttons/gates */
270 struct oblinkpt *next; 264 struct oblinkpt *next;
271} oblinkpt; 265} oblinkpt;
272 266
273/* 267/*
274 * The archetype structure is a set of rules on how to generate and manipulate 268 * The archetype structure is a set of rules on how to generate and manipulate
277 * be much left in the archetype - all it really is is a holder for the 271 * be much left in the archetype - all it really is is a holder for the
278 * object and pointers. This structure should get removed, and just replaced 272 * object and pointers. This structure should get removed, and just replaced
279 * by the object structure 273 * by the object structure
280 */ 274 */
281 275
282typedef struct archt { 276ACC_CLASS(archetype)
277struct archetype : zero_initialised
278{
279 archetype ();
280 ~archetype ();
281
283 const char *name; /* More definite name, like "generate_kobold" */ 282 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
284 struct archt *next; /* Next archetype in a linked list */ 283 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
285 struct archt *head; /* The main part of a linked object */ 284 struct archetype *ACC (RW, head); /* The main part of a linked object */
286 struct archt *more; /* Next part of a linked object */ 285 struct archetype *ACC (RW, more); /* Next part of a linked object */
287 object clone; /* An object from which to do copy_object() */ 286 object ACC (RO, clone); /* An object from which to do copy_object() */
288 uint32 editable; /* editable flags (mainly for editor) */ 287 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
289 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 288 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
290 * in comparison to the head. 289 * in comparison to the head.
291 */ 290 */
292} archetype; 291};
293 292
294extern object *objects; 293extern object *objects;
295extern object *active_objects; 294extern object *active_objects;
296extern object *free_objects;
297extern object objarray[STARTMAX];
298 295
299extern int nrofallocobjects; 296extern int nrofallocobjects;
300extern int nroffreeobjects;
301 297
302/* This returns TRUE if the object is somethign that 298/* This returns TRUE if the object is something that
303 * should be displayed in the look window 299 * should be displayed in the look window
304 */ 300 */
305#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 301#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
306 302
307/* Used by update_object to know if the object being passed is 303/* Used by update_object to know if the object being passed is
308 * being added or removed. 304 * being added or removed.
309 */ 305 */
310#define UP_OBJ_INSERT 1 306#define UP_OBJ_INSERT 1
311#define UP_OBJ_REMOVE 2 307#define UP_OBJ_REMOVE 2
312#define UP_OBJ_CHANGE 3 308#define UP_OBJ_CHANGE 3
313#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 309#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
314 310
315/* These are flags passed to insert_ob_in_map and 311/* These are flags passed to insert_ob_in_map and
316 * insert_ob_in_ob. Note that all flags may not be meaningful 312 * insert_ob_in_ob. Note that all flags may not be meaningful
317 * for both functions. 313 * for both functions.
318 * Most are fairly explanatory: 314 * Most are fairly explanatory:
337 * are mutually exclusive. The behaviour for passing more than one 333 * are mutually exclusive. The behaviour for passing more than one
338 * should be considered undefined - while you may notice what happens 334 * should be considered undefined - while you may notice what happens
339 * right now if you pass more than one, that could very well change 335 * right now if you pass more than one, that could very well change
340 * in future revisions of the code. 336 * in future revisions of the code.
341 */ 337 */
342#define INS_NO_MERGE 0x0001 338#define INS_NO_MERGE 0x0001
343#define INS_ABOVE_FLOOR_ONLY 0x0002 339#define INS_ABOVE_FLOOR_ONLY 0x0002
344#define INS_NO_WALK_ON 0x0004 340#define INS_NO_WALK_ON 0x0004
345#define INS_ON_TOP 0x0008 341#define INS_ON_TOP 0x0008
346#define INS_BELOW_ORIGINATOR 0x0010 342#define INS_BELOW_ORIGINATOR 0x0010
347#define INS_MAP_LOAD 0x0020 343#define INS_MAP_LOAD 0x0020
348 344
349#define ARCH_SINGULARITY "singularity" 345#define ARCH_SINGULARITY "singularity"
350#define ARCH_SINGULARITY_LEN 11 346#define ARCH_SINGULARITY_LEN 11
351#define ARCH_DETECT_MAGIC "detect_magic" 347#define ARCH_DETECT_MAGIC "detect_magic"
352#define ARCH_DEPLETION "depletion" 348#define ARCH_DEPLETION "depletion"
353#define ARCH_SYMPTOM "symptom" 349#define ARCH_SYMPTOM "symptom"
354 350
355extern void (*object_free_callback)(object *ob); // called for every object_free
356
357#endif 351#endif

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines